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Update v0.2.6085.26682

From Unofficial Stationeers Wiki

Respawn Update: Round Robin Community Starts
v0.2.6085.26682
Type Big Update
Release 10.12.2025 (Wed) UTC
Hyperlink SteamDB Steam NEWS
Adjacent Updates
Subsequent Hotfix (v0.2.6091.26702)
Previous The Storm Update: Solar Storm & New Suit (v0.2.5954.26176)
Back to overview of all updates


A New Way of Playing[edit]

Before we started our play session we decided that we wanted to try all making our own, separate, bases. To do this we added what we call "Round Robin" start. This works by spreading the players across all the spawn points on the map. If there's a free spot it will put a new player there before it starts to double up. Along with this new way of spawning we added "Community" Start conditions which provide each new player with their own set of full supplies in a lander, which allows a game to be made up of a collection of bases, instead of a single one.

Respawn Overhaul[edit]

With this spread out base play style, when a player died, it could take other players a long time to prepare and make a trip across the rough dangerous Vulcan terrain. This helped us identify some issues around the process of dying, being dead and the few ways of respawning.

Body Bags[edit]

Dead player bodies can have a big effect on performance and are prone to bugs, both while lying on the ground and while being dragged. Player bodies will now more quickly decay, and when they do they will enter a body bag, and their belongings will be placed in a large cardboard box.

Since body bags now exist as a transitory representation of the players state, reconnecting to an active server, and finding yourself dead is now possible. Previously, corpses would explode into dropped items, and players would reconnect with the server no longer having a reference to their old self, and they would just respawn in a fresh drop pod. The new bodybag method should give you a better insight into how a server progressed, potentially how and where you died, and add the ability for someone to try and resurrect you. Cryotubes can be used to re-life rag-dolled players or players in body bags. The cryotube's tool tip has been expanded significantly to represent the many aspects of a characters life state, and explain how to resurrect them. If you have extra body bags laying around, and the players have respawned, or left the server, you can deconstruct them with an angle grinder.

Respawn UX[edit]

We've redone the UI and UX for respawning to better convey what your state is, and what it means to respawn. Life resource usage, and what is given on re spawn changes depending on your difficulty and starting conditions, so keep that in mind when playing with different settings.

New Respawn Kits[edit]

When respawning you will now come down in a Lander Capsule, and you'll always at least start with an emergency suit, as the previous naked landings on stationeers difficulty didnt lead to any possible recovery on many planets.

Respawn Stress[edit]

Respawning will give you a difficulty settings dependent debuff. Respawning will temporarily affect your food and water consumption speed, tool usage speed, as well as give a price penalty when buying and selling to traders.

Performance Improvements[edit]

This update includes a major round of performance optimizations across both clients and dedicated servers. We have reduced unnecessary terrain generation, significantly cut client-side physics and animation overhead, and moved many high-frequency devices to pooled audio and lightweight animation components. Terrain meshing on dedicated servers has been heavily optimised, and dynamic items outside render range no longer run full physics on clients. Save times have also been dramatically reduced by optimising compression. Together, these changes deliver much smoother gameplay, especially in busy bases and multiplayer sessions.

New Stuff[edit]

Super-Heavy Cables[edit]

The new super heavy cable has a maximum wattage of 500kW and has long variants of three, five and ten to allow for easy building of long powerful trunk lines.

500kW Fuse[edit]

A new 500kW fuse has been added to accompany this cable.

Landing Pad Tank Connector[edit]

Liquid and Gas Landing Pad Tank Connectors let you directly pump to and from portable tanks, making early gas trading easier.

Construction Safety Equipment[edit]

These items allow you to dress your under-construction areas and leave warning signs for other players to tread carefully.

Heal Pill[edit]

The heal pill will only heal you partially and to heal fully you need to use a cryotube. Depending on what damage you have taken you may still end up dying unless you can make it to a Cryotube.

No More Data Disk[edit]

Console displays no longer have a data disk slot to set configuration. This has long been confusing, and results in more complex objects, synchronization, and geometry. Now the consoles have a screw, like logic devices that, when used with a screwdriver, will toggle between configuration and operating mode.

New Food[edit]

Cheese Wedge[edit]

A new type of food only available via trading is Cheese Wedges. This can be used to create the other new food the Burger!

Burger[edit]

A new high-tier food made from cheese, tomato, flour, egg, and soy oil. Burgers can be eaten faster than other premium foods, can be stored in Burger Boxes to slow decay, and eaten directly from the box. Some traders will buy properly packaged burgers.

Super Large Direct Heat Exchangers[edit]

These Super Large Direct Heat Exchangers are the same as their smaller counterparts but with much larger surface area meaning they can transfer more heat.

Loader[edit]

The Loader will take objects from its left slot and put them in the available slots of the object inserted in the right slot. The slots will be filled in order from first to last. If no available slot is found, the left slot object will be ejected. The right slot object will auto eject once full or if the level is pulled.

Large Cardboard Box[edit]

A new larger cardboard box has 10 slots, four more than it's smaller version. Both cardboard boxes can now be painted and are useful for base inventory management.

1x3 In-line Tanks[edit]

New 1x3 Liquid and Gas in line tanks with a volume of 360L of have been added making it easier to build up the overall volume of a pipe network.

Engines[edit]

These new engines can be got from one of the Exotics Traders. The have a significantly higher fuel throughput and thrust output while having a small mass increase.

Steel Frames[edit]

Steel frames aren't new but their new build state is. You can now continue to construct of a steel frame into a new build state using plastic sheets and a screwdriver. The end result is a smooth finish. Where you may have previously used multiple walls over the top of your frames for aesthetic reasons you might now choose to simply finish the construction of the frame instead.

Inventory[edit]

A new 'sort' button has been added to inventory windows. This button will sort all items, primarily alphabetically and secondarily by quantity. This will also consolidate any stackable items, such as ores. Dedicated slots will be ignored (such as canister, battery, etc.). The only exception to this is ore slots.

Tooltips[edit]

Tooltips are one of the primary ways that information is conveyed in the game and we're always striving to improve and add tooltips wherever we can. This patch contains a load of tooltip improvements. As well as adding new or more useful tooltips to a bunch of devices we've also added better tooltips for Status Icons, and Inventory window buttons.

Status Icon Tooltips[edit]

Status icons can now have dynamic tooltips that give you specific information about why you are seeing it, and what effects it might be having. For instance, with the new respawn stress debuff you can see exactly what stats are effected. We will continue to expand the tooltip on more of these icons in future updates.

Trader Changes[edit]

We have made extensive backend balance improvements to traders to deliver a smoother and more reliable trading experience when interacting with them and completing trades. Certain traders now spawn only in specific slots, Tier 3 Hydroponics traders will always stock Dargaferns, Tier 3 traders carry more bulk goods, and Tier 1 traders carry less. Landing pads are now fully insulated instead of partially insulated.

New Trader Slots[edit]

We have added two dedicated trader slots for special traders so they no longer replace regular traders, giving you more options available at any given time.

Exotics Trader Slot[edit]

This slot is dedicated to the Genetics Trader and the Rare Items Trader.
The Genetics Trader sells Darga Ferns, genetically modified plants, thermogenic plants, and fertilised eggs.
The Rare Items Trader sells non-craftable items including heavy rocket engines, cosmetic fuselage pieces, and catalytic filters.

Utility Trader Slot[edit]

This slot is used for special utility traders and flavour traders such as the Food, Hardware, Consumable, and Appliance traders.

We have also fixed several multiplayer trader UI issues that previously made trading in multiplayer frustrating.

Contact Fuzziness[edit]

We've removed the fuzziness that was being applied to the contacts. While originally an intentional feature to make finding contacts via logic more difficult, its removal makes programing trader contacting more straight forward.

Rocket Changes[edit]

Rocket fuselage pieces can now be swapped between variants without deconstructing the entire rocket. The rocket UI is now faster and more reliable on clients, matching server behaviour and fixing multiple control issues. Space ore yields have been increased, while deep mining yields have been rebalanced to match.

Showers[edit]

Showers can now boost your Hygiene level to 150% letting you stay cleaner for longer with the added benefit of having a movement speed bonus of 5% while your hygiene is over 100%.

Vulcan[edit]

Our play session has been on Vulcan, so it got a little love. Vulcan now has two types of storms, the regular ash storm as well as the new solar storm. Some work was done on it's space map, including the addition of Janus which contains various gas cloud nodes.

Logic[edit]

We are continuing to put a heavy focus onto expanding out logic systems in the game. Several new logic values and outputs have been added to expand automation and control options. Expect more of this to continue with future updates. We will be expanding the "internal stack" available on other devices to allow even more extensive automation.

The TotalMoles logic variable on the gas sensor now returns the total molar quantity for the grid square it is in. The occupancy sensor now exposes a stack containing occupant entities and their first-level slot data, allowing logic systems to inspect what occupants are wearing, such as checking for EVA suits.

A new NextWeatherHash logic type has been added to the weather station, allowing detection of upcoming storm types. New FreeSlots and TotalSlots LogicSlotTypes have also been added, enabling better control of objects when using the Loader or Unloader.

The Vending Machine now has TargetSlotIndex which will tell you the currently selected index, and TargetPrefabHash will tell you the selected prefab hash.

QOL[edit]

Repair[edit]

We're slowly adding more ways to repair your base so you can avoid having to completely reconstruct parts as they become destroyed.
Large Tanks, Cutes, and Large Batteries can now all be repaired in place using various tools and materials. This information is available in the tooltip when looking at them.

LED Consoles[edit]

LED consoles displays will now correctly orient their displays to always be up to be in line with the other displays.

Quick Fire Quality of Life[edit]

- Gas sensors are now paintable
- Hard Suit Backpack now have 20 slots
- Atmos Analyser Cartridge now shows temperature value of liquids.
- The large fridge now has a light in it
- Stationpedia pages for seeds and plants now link back and forth between them
- Chargable items and devices now display their total power capacity in the Stationpedia
- Added special info-boxes to Stationpedia for Cryotube and devices that will suspend metabolism.
- Large Wind Turbines now rotate to point into the wind
- The critical warning for waste tanks has been changed from 100% to 95% to avoid complete panic
- Changed the trigger collider of the Grow Light so it now lights an equal amount in each axis.
[*] Wall pressure is now calculated using the combined max pressure of all structures on a face, instead of per-wall deltas. This prevents weak walls from failing when supported by stronger adjacent walls.

HARM Suit Changes[edit]

The harm suit had a bunch of balance changes to make it perform better in the super hot environments of Vulcan and Venus. The coolant will now heat up by ~1 degree per day instead of ~10 degrees per day. It also has a nice new helmet interior!

Notable Fixes[edit]

Dedicated servers now correctly save when the last player leaves, using a more reliable event-based trigger.

We also fixed a client respawn desync that could cause dropped items to appear at the respawn point due to missed position updates.

Localization[edit]

A new comprehensive Japanese translation has been provided by community member @JouNin.

We have also pulled in updated French, Russian, and Simplified Chinese translations from the community GitHub.

Thanks to @JouNin, @CedricDx, @AlexusYT, and @MRythm for their continued support.

Recent Community Standouts[edit]

Check out SemlerPDX's newest amazing base tour video:
https://www.youtube.com/watch?v=UXKzuIKBV3Q
Check out Cows are evil's beautiful modded base in his latest Europa playthough:
https://www.youtube.com/watch?v=0n3GnRwagtM

Changelog[edit]

Change Log 0.2.6085.26682

  • [Added] Comprehensive Japanese translation proved by community member @JouNin.
  • [Added] Brutal per player start conditions. Each player that joins will spawn with their own brutal supplies.
  • [Added] Random option to Start location. When selected each player that joins will be spawned at a random start location from the list of authored start locations.
  • [Added] static sprites for all the planets so rocket launch mounts look like they are on the planet surface and the rocket can move upwards to the low orbit node.
  • [Added] ability to add static sprites onto the spacemap.
  • [Added] Default Community Starts. Each player will spawn with a lander. Ids: DefaultStartCommunity, EuropaDefaultCommunity, VulcanDefaultCommunity, MimasDefaultCommunity, VenusDefaultCommunity.
  • [Added] a few more null checks around checking back slot display occupant which could sometimes produce a null ref exception.
  • [Added] logic to support play in 'orbit' above the map. Player movement should now work correctly in zero-g and global atmos will be a vaccuum. Note, creating atmospheres on the boundary line between vaccuum and not can create a cascade of atmosphere creation. This is to be addressed in a later fix.
  • [Added] any Clients that joins during a game has its start location saved, so that when they die/decay they will still respawn at the correct place with the correct kit.
  • [Added] 'file forceallowsave' command which can be used as a last resort to stop the 'already saving' error which can cause loss of progress if saving gets stuck for any reason. This could be removed once the underlying cause of the IsSaving flag being stuck as true is found.
  • [Added] ClientInfo is now synced to all clients.
  • [Added] When looking at a respawn point, the text "Spawn Point Set" will show if that respawn point has been set as the target.
  • [Added] template crew module to test going into orbit (in debug kit).
  • [Added] first pass on logic to add orbital launch pads to spacemap. They will now show up on the LowOrbitHub node's dynamic panel if one is present in the rocketlocation.xml.
  • [Added] Atmospheric scattering fades out as altitude increases.
  • [Added] first pass on restricting the playable area when in low orbit. Character will now be pushed back into the playable bounds when they try to leave it.
  • [Added] 'loworbitstation spawnmount x y z' command to help with creating an orbital mount for quick testing.
  • [Added] low orbit hub nodes to all spacemaps. Orbital launch mount nodes on the spacemap will connect to these hub nodes.
  • [Added] additional checks to ensure players don't respawn inside geometry.
  • [Added] additional checks to prevent landers/capsule spawning on top of each other.
  • [Added] another start location for Vulcan.
  • [Added] first pass on crew umbilical for entering rocket crew module. Assets are placeholder. Added crew umbilical to the debug kit.
  • [Added] RemoveWhere function to DensePool. This allows the dense pool to iterate backwards over a collection of items and remove objects that match the predicate. This should be used in any dense pool iteration that could cause an item to be removed from the dense pool.
  • [Added] clientinfo command to list and remove clients from the SerializedClientInfo list. Removing a client from this list will allow them to rejoin the server as though it is the first time. To use, run clientinfo list to get a numbered list, then clientinfo remove <index> to safely remove the desired client from the list.
  • [Added] first pass on landing pad tank connector piece. Model is placeholder and is not included in landing pad atmos kit yet.
  • [Added] Vulcan will now experience solar storms as well as ash storms.
  • [Added] second pass on landing pad tank connector. Added new model and material changers to buttons.
  • [Added] landing pad tank connector liquid variant.
  • [Added] When authoring a trader you can now specify which slot Types it spawns in. If none are specified it will default to all.
  • [Added] first pass on 1x3 variants of the in-line tanks.
  • [Added] 1x3 in-line tank variants to relevant pipe utility kits.
  • [Added] 2 new start locations to Vulcan.
  • [Added] tentative fix for objects teleporting to world zero and taking damage when splitting stacks.
  • [Added] first pass on super-heavy cable coil. Added new assets and created prefabs.
  • [Added] PressureFedGasEngineHeavy and PressureFedLiquidEngineHeavy. These Heavy variants produce around 50% more thrust in exchange for a small mass increase and small ISP loss.
  • [Added] all super-heavy cable prefabs to worldmanager.
  • [Added] recipe for super-heavy cable coil to electronics printer.
  • [Added] 5 new starting locations to Vulcan
  • [Added] named regions as points of interest on Vulcan
  • [Added] Repair recipes for Large structure tanks.
  • [Added] temporary change to remove dead player decay as it was much too fast. Player death and decay is to be revisited.
  • [Added] 'straight asymmetric' connection type to smart rotate code. This can be used with long pipe and cable variants to remove unneeded equivalent rotations.
  • [Added] blueprints for super-heavy cables and super-heavy cable coil.
  • [Added] thumbnails for super-heavy cables and super-heavy cable coil.
  • [Added] Exotics slot. It will contain two new traders: Genetics Trader, which sells DargaFerns, genetically modified plants and thermogenic plants and fertilised eggs. Rare Items Trader, which sells non-craftable items, including new heavy rocket engines, cosmetic rocket fuselage pieces and Catalytic filters. Traders in the exotics slot will require a pressurised hanger but will be of the 3x3 form factor.
  • [Added] Utility Slot. It will contain the "flavour" traders: Food Trader, Hardware Trader, Consumables Trader, Appliance Trader.
  • [Added] Two new trader slots: Utility slot and Exotics slot.
  • [Added] Large Alloy trader now sells solid fuel.
  • [Added] first pass on new structure 'Packer' for filling cardboard boxes. Added to stacker kit for now. Few more tweaks incomming.
  • [Added] Min Moles to Move param to AtmosphereHelper.MoveVolume(). This allows an opt in approach for any devices that use the function to decide at what threshold to move a fixed amount of pressure per tick.
  • [Added] Large Carboard Box, which is similar to the Cardboard Box, but larger and with more slots. Is also paintable.
  • [Added] TotalMoles logic variable to gas sensor, that returns the total molar quantity for the grid square the sensor is in, to bring this in line with other sensor devices.
  • [Added] light to big fridge when door is opened.
  • [Added] stationpedia linking between seeds and plants. This shows what is grown via a seed on the seeds stationpedia page. On the plant page, links to seeds that grow it will also show
  • [Added] power capacity value to show in Stationpedia for all IChargable items and devices. This means batteries, both devices and items, will show their total charge they can store in Stationpedia.
  • [Added] partial power generation value support to stationpedia. Power generation is very variable, now devices that can provide an indication of their base maximum power output will report that base value in stationpedia. Currently only Solar panels and wind generators have a value they can use, although this will vary a lot depending on atmosphere.
  • [Added] cladding build state option for Steel Frames. This makes no functional change to the frame, but provides a flat finish for aesthetics if needed. To complete the cladding state, use screwdrivers with plastic sheets.
  • [Added] special infoboxes to Stationpedia for Cryotube and devices that will suspend metabolism.
  • [Added] first pass of Janus to spacemap for Vulcan. Contains various gas cloud nodes.
  • [Added] thumbnails for Loader.
  • [Added] new interactable type 'Import2'.
  • [Added] basic button device part prefab with material changer and audio.
  • [Added] audio to landingpad tank connector pieces for when device is running.
  • [Added] the unitask asset plugin and removed it as a unity git package to remove the use of git to retrieve unitask (which is now failing for an unknown reason)
  • [Added] first pass on moving player equipment to a box on decay rather than having them burst out in all directions.
  • [Added] occupancy sensor now has an internal stack, that is populated with entity and slot details from the occupants. Only the occupants and their first level of slot data is placed into the stack. This will be able to be used to assess gear of occupants in a room, such as checking if someone is wearing a EVA suit.
  • [Added] first pass on dynamic body bag to transport dead players. Functionality is not yet implemented.
  • [Added] big physics optimisation for Clients. Dynamic items out side of render range now have physics completely disabled on clients. The server will continue to simulate physics on all items, but clients will only apply this information to items that are actually rendered on screen.
  • [Added] HeatExchangeRate Tooltip to EvaporationChamber and CondensationChamber.
  • [Added] Support for things with multiple interactables of the same action to use anim components (lockers, doors etc).
  • [Added] some construction cones, signs, and barriers.
  • [Added] missing scene change
  • [Added] tOffset field to ObjectAnimData. This allows the author to set the tvalue at which this data will start/end.
  • [Added] new HARM suit helmet interior mesh, textures and material
  • [Added] Rocket Fuselage pieces can now be swapped out with different variants without deconstructing the rocket.
  • [Added] first pass on re-lifing players by putting their body bag into a cryo tube. Using the body bag on an open cryo tube will insert the player body and destroy the body bag (wip).
  • [Added] Large Wind Turbines now rotate to point into the wind.
  • [Added] Heating/Cooling amount to AC tooltip.
  • [Added] null check on brain in entity state condition (sometimes world objectives could throw null ref exceptions when being evaluated).
  • [Added] respawning now brings you down in a new capsule pod
  • [Added] new respawn conditions: you will now respawn with an emergency suit on Stationeers difficulty
  • [Added] Hygiene Tool speed and Mood movement speed multipliers to the difficulty settings xml file, previously hard coded
  • [Added] respawn stress. Respawn stress will last for about a day after respawning(easy half a day, normal a day, Staitoneer two days) and affect reduce your water and food consumption speeds, tool use speed, as well as give you a penalty on trades with traders(tooltips and more UI coming to make this clear).
  • [Added] stack quantity to Rocket IC housing, as this was set to one only which we typically do for fuselages.
  • [Added] HARM Suits will show their coolant tank state when in suit storage.
  • [Added] jetpacks will show their propellant state when in suit storage.
  • [Added] headlamp and battery powered helmets will show its battery state when in suit storage.
  • [Added] Cheese Wedge item to be used in cooking recipes, includes reagent type for cheese.
  • [Added] ability to repair chutes using welder and steel sheets.
  • [Added] automatically added prefab changes to manufacturing machines due to added cheese reagent.
  • [Added] better tooltip to shower handle. Now will tell you whether or not you can be cleaned, such as letting you know if clothing items prevent hygiene change.
  • [Added] Burger high tier food item. Made from cheese, tomato, and other ingredients. Can be eaten slightly faster than cake.
  • [Added] fuel ore or ingots in a fuel slot will report the power they will provide.
  • [Added] build tool for editor to automate switching build configurations and building dedi and client. Accessible through Stationeers -> Builds.
  • [Added] better error logging for fatal serialize on join bugs to help debug issues when joining games.
  • [Added] tooltips to inventory window buttons so that people know what they do.
  • [Added] a 'sort' button to inventory windows. This button will sort all items, alphabetically primarily and secondarily by quantity. This will also consolidate any stackable items, such as ores. Dedicated slots will be ignored (such as canister, battery, etc...). The only exception to this is ore slots.
  • [Added] LED Console displays will orient their displays to always be up. This means if you place an LED display inverted, the LED display itself will be oriented updates. This makes it more consistent with how the wider displays are setup.
  • [Added] 500kW Fuse. This is on the existing cable fuse kit. This is useful with the new super heavy cables.
  • [Added] tooltip to fuselage kit. This will let players know that they can replace rocket fuselage pieces while holding an Angle Grinder in their hands.
  • [Added] console displays no longer have a data disk slot to set configuration. This has long been confusing, and results in more complex objects, synchronization, and geometry. Now the consoles have a screw like logic devices that, when used with a screwdriver, will toggle between configuration and operating mode.
  • [Added] WIP commit for Rocket payload bay.
  • [Added] tooltip to microwave indicating that it can't operate without door closed to help new players.
  • [Added] VolumeOfLiquid logic value to Gas Sensor.
  • [Added] can repair large battery, rebalanced repair of smaller station battery in line with this change as well.
  • [Added] decay to body bag. When players die they will now decay after one minute into a body bag object and their belongings will move to a large cardboard box. As long as the player has not respawned you will be able to take the body bag and revive them by placing the body bag into a cryotube. This is a first pass and some follow-up supporting features will be added to round out the feature and provide more information to the player. Body bags can be cleaned up using the angle grinder tool and the tooltip will let you know if someone can be revived.
  • [Added] a mesh, textures and material for burger box
  • [Added] Super Large variants of all the direct heat exchangers, with optimized meshes. These are intended to be used instead of placing three heat exchangers, to help reduce part count. They all use a common mesh and sub-components, so they will all batch together as will their sub-components.
  • [Added] new blueprints to the super-large direct heat exchangers.
  • [Added] Large Direct Heat exchanger kits can now be stacked, as was needed for the Super-Large variant.
  • [Added] Burger Box item. Allows placing a burger inside it. Now some traders will buy burgers. To be expanded on later when we allow support for trader visitors.
  • [Added] body bag is now interactable anywhere on it, rather than the handle. this should make using it much easier.
  • [Added] better tooltips to Direct Heat Exchanger to help users assess how they work when encountering them for the first time.
  • [Added] Burger Box will reduce the decay rate of contained burgers.
  • [Added] can eat food out of burger box directly if opened
  • [Added] some additional tooltips for food to indicate better some decay state changes.
  • [Added] some additional tooltips for food to indicate better some decay state changes.
  • [Added] second pass of wall pressure handling to offer more consistent experience of wall pressures when multiple walls present.
  • [Added] NextWeatherHash logic type, and first pass of better tooltip for weather station (not hooked up yet)
  • [Added] FreeSlots and TotalSlots as LogicSlotTypes, to allow better control of objects when in the Loader or Unloader.
  • [Added] Mode state to Loader, to allow finer logic control. Auto is the default, and will automatically pack or dump anything if nothing to pack it in. Logic will require the user to control export state.
  • [Added] Starvation and dehydration warnings to cryotube to better indicate issues with players who are dying while inside the cryotube.
  • [Added] more medical information to cryotube information panels for occupant.
  • [Added] third pass on days lived appearing in the multiplayer scoreboard. Now the corrent variable should be tested to collect the entity, rather than RegisteredHuman.
  • [Added] some additional checking to make sure trader object is cleaned up when trader leaves.
  • [Added] new UI for respawn popups. The popups will display after 5 seconds, will give an extra confirm dialog before respawning, and encourage the being saved/revived over simply respawning
  • [Added] Tooltip for Respawn Stress Status Icon.
  • [Added] TargetSlotIndex and TargetPrefabHash logic variables to Vending Machines, to indicate what is selected for logic purposes.
  • [Added] Camera Update for when Player is in bodybag. This allows us to fade camera to black in this situation.
  • [Added] Detailed tooltip to Oxygen Warning and Critical status update.
  • [Added] new Water Fountain 2x1, deprecating the old one to avoid device bloat. The new one is 2 small grids high, which makes it much better for it to align to the height of characters.
  • [Added] replacement mesh that was more interesting for the Super-large Heat Exchanger.
  • [Added] Detailed Tooltips for Stun, Hydration and Nutrition Status icons.
  • [Added] Detail tooltips to Refreshed and Mood Status Icons.
  • [Added] new Status Icon for Refreshed status. When hygiene is greater than 100% the player will recieve the refreshed buff which adds a 5% increase to movement speed and 10% increase to tool speed.
  • [Added] tooltip to fertilized egg containing both incubation state as well as required incubation targets.
  • [Added] a rocket refuel command. This will refuel and recharge batteries for provided rocket. Only works in creative and only on the server in multiplayer. Intended use is to help players who suffer bugs or problems. Later will we adding more 'in game' ways to handle rockets in stuck states.
  • [Added] Player command for setting player stats.
  • [Changed] how outdoor storm effects are toggled. Was previously using player position to determine if we are 'inside' or not. Will now use camera position. There are still some edge cases where the camera is very close to a storm card but this removes the sudden flicker where the storm appears inside whenever you cross a threshold. This also fixes the issue where if the third person camera is 'outside' the outside storm effect would not play.
  • [Changed] all 'low orbit' nodes to be a more appropriate icon and fixed their positioning so their connections line up with their neighbours.
  • [Changed] the names of the Ids of the random start locations to match the naming conventions of the existing start locations. They are now: LunarSpawnRandom MarsSpawnRandom EuropaSpawnRandom VulcanSpawnRandom VenusSpawnRandom MimasSpawnRandom
  • [Changed] naming convention for Random start location to "Round Robin" as this better expresses the logic. Id's have been updated to: MarsSpawnRoundRobin, LunarSpawnRoundRobin, EuropaSpawnRoundRobin, MimasSpawnRoundRobin, VulcanSpawnRoundRobin, VenusSpawnRoundRobin.
  • [Changed] execution order of Clean up of out of bounds items to be the final step on load.
  • [Changed] Rocket Orbit Anim height to 1000m
  • [Changed] rocket park location to be in the edge of the map.
  • [Changed] launch/land rocket animation height to be relative to launch-mount height.
  • [Changed] Launch and land deltaV required for orbital station to 100m/s.
  • [Changed] AllAtmospheres DensePool to use removeWhere() for when stale or invalid atmospheres are cleaned up.
  • [Changed] Trader Landing Pad Centre and Landing Pad Tanks to be fully insulated (previously were mostly insulated)
  • [Changed] Food Trader, Hardware Trader, Consumables Trader & Appliance Trader will now only spawn in the tier1 slot.
  • [Changed] Tier3 Hydroponics trader will now always have Dargaferns in stock.
  • [Changed] all wearable items to be renamable.
  • [Changed] increased sound distance of rocket engines.
  • [Changed] long straight super-heavy cable variants to use new 'straight asymmetric' smart rotation type.
  • [Changed] long straight pipe variants to use new 'straight asymmetric' smart rotate type.
  • [Changed] super heavy cable recipe to tier two
  • [Changed] the price of some tradable items.
  • [Changed] doubled trader render distance.
  • [Changed] HardSuit Backpack to have 20 slots.
  • [Changed] Astroloy Sheets recipe from 3 Astroloy to 1 Astroloy 2 Steel.
  • [Changed] crafting cost of French fries from 1 Potato 5 Oil to 3 potato 5 Oil.
  • [Changed] LandingPad Gas and Liquid pumps now move the last bit of gas/liquid MUCH faster.
  • [Changed] Landingpad Gas and liquid input and output pieces now ONLY move their target type. (i.e Liquid pump only pumps liquid, Gas pump only pumps gas). This is to help with making gas/liquid trades more straightforward.
  • [Changed] Silos will no longer be destroyed by fire, this is in line with other chute devices.
  • [Changed] BatteryChanger Recipe from 10Iron 5Gold 5Copper to 10Steel 5Electrum 5 Copper. Changed print time from 1 second to 10 seconds.
  • [Changed] AreaPowerControl to use pool for humming sounds.
  • [Changed] EggCarton to use AnimComponent for animation and use AudioPool for sounds.
  • [Changed] name of Packer to Loader in english.xml.
  • [Changed] Locker variants to use audio pool for sound playback.
  • [Changed] Blast Door to use Anim Components and use Audio Pool for sounds.
  • [Changed] Airlock and Airlock Wide to use AnimComponent for animation and audio pool for sounds.
  • [Changed] All hanger door variants to use anim components for animation and audio pool for sound.
  • [Changed] Composite and Glass Doors to use AnimComponents for animation and and audio pool for sounds.
  • [Changed] Manual Hatch and Manual Floor Hatch to use anim components for Animation and audio pool for sounds.
  • [Changed] LiquidCanister to use AnimComponent.
  • [Changed] channel settings of Locker sound.
  • [Changed] Default zip compression level for save games from 9 to 5. This should help reduce the amount of time saving as the zip step was taking a long time.
  • [Changed] Heal pill no longer fully heals player. The CryoTube must be used to heal back to full health.
  • [Changed] When Hygiene is over 100% Character has 5% movement speed buff and 10% toolSpeed buff. (status icon to follow shortly)
  • [Changed] Shower can now increase Hygiene to 150%.
  • [Changed] FindLaunchPad function for rocket now only runs when rocketfuselage pieces are placed. Its possible this function was causing some aberrant behavoiur around snapping rockets to launch mounts.
  • [Changed] made DraggableThings opt out of client side physics optimisation as I believe this is a cause of a recent issue where tanks were unable to be wrenched out of portables connectors.
  • [Changed] Rocket UI now updates every frame.
  • [Changed] Several rocket motherboard server messages to reference the target avionics rather than target rocket to match the serverside behaviour.
  • [Changed] Reduced DeepMinable profile yields to be more inline with the ore yields of the space-map.
  • [Changed] several null checks to explicit life time checks as they were the suspected cause of several Audio related Null Reference Exceptions.
  • [Changed] stack trace colour to be grey when printing it to the console.
  • [Changed] Server now flags atmospherics data as ready to send as soon as the atmos tick is done rather than waiting until the start of the next tick.
  • [Changed] Refactored StatusIcon to use UITooltipCanvas. Custom tooltips for status icons are now set in StatusUpdates.Initialize() where you can pass in a ToTooltip function as part of the register method for each status update.
  • [Changed] Increased Ore yield from all SpaceOre sites by 25%.
  • [Changed] shoulder pad of item HARM suit, so it can be fit on suit storages.
  • [Changed] cryotube to heal starvation damage, as it was confusing to users that it did not.
  • [Changed] Organs now refer to their parent Slots Parent when determining ParentHuman, ParentEntity or ParentBodyBag. Previously these were cached independently on the organs.
  • [Changed] construction kit meshes of DynamicAFrameStripes, DynamicAFrameWIP1, DynamicBarrier, DynamicChannelizer and DynamicWorkCone prefabs
  • [Changed] the body bag to be draggable by the entire thing and moved it closer to the player
  • [Fixed] tooltip not respecting the value for tooltip opacity in the settings and removed the empty tooltip that occasionally appeared.
  • [Fixed] an issue where players or items could spawn in before the terrain had generated. (this could cause the lander and crates to get destroyed by lava on spawning into the game)
  • [Fixed] Dedicated server error on starting new world.
  • [Fixed] When no start location was selected on dedi it could default to all players spawning randomly.
  • [Fixed] It was possible to prevent the game form loading by having a MaxConcurrentWorkers setting of 0 or less. This has been lower limited to 4.
  • [Fixed] storm cards not showing up for clients. Atmosphere face flags are now being synced and ProcessAtmospheresClient will trigger the storm card regenerate if rooms have changed.
  • [Fixed] storm card depth mesh not being cleared when leaving a game.
  • [Fixed] Camera shake not applying when you start a game in the lander capsule due to the lander not being registered in the UpdatesEachFrame densepool. This was because the registration was being skipped due to the lander having an incorrect tag.
  • [Fixed] mined ores did not go into mining backpack when wearing harm suit
  • [Fixed] spacemap recenter and center on rocket buttons were not centering the view correctly. Will now take map scale into account when setting transform position.
  • [Fixed] kick command parsing client id as int rather than ulong making it impossible to kick some players (thanks Spacebuilder2020!).
  • [Fixed] decay time remaining for some items being incorrect. Have removed use of max decay constant (which was 100) and instead using maxdamage property from the damage state (thanks Spacebuilder2020!).
  • [Fixed] game wouldn't start when random start location selected with default spawn settings.
  • [Fixed] Backpack slot does not open when numeric4 button is pressed When wearing HARM suit.
  • [Fixed] missing Null check for SuitBackSlotDisplay logic.
  • [Fixed] Blueprints for StructureLiquidTankBig and StructureLiquidTankBigInsulated so that they no longer show the destroyed version as well as the built version.
  • [Fixed] a small typo in the description of the harm suit. Changed "results in am overall reduction" to "results in an overall reduction"
  • [Fixed] NRE when pressing 4 when using normal backpack.
  • [Fixed] duplicate start location entry for Mars.
  • [Fixed] players would spawn in a drop pod after dying if their dead body had decayed.
  • [Fixed] clients did not get see effect when under lava.
  • [Fixed] Fires not rendering correctly.
  • [Fixed] several potential cases where exceptions could be thrown in the InitialiseLodsOnLoad() function.
  • [Fixed] AsPooledSpan() was not locking when being called on a concurrent DensePool.
  • [Fixed] issue where putting a belt in the player's belt slot while not wearing a suit would cause the belt to be invisible on the character.
  • [Fixed] suit storage variants so that they now all show the bases of the on-off switches.
  • [Fixed] Orbit height being lower than Vulcan mountains.
  • [Fixed] incorrect values on Flame material.
  • [Fixed] atmospheres spreading uncontrollably on the space boundary. Atmospheres will now ignore any neighbours that are in a different zone to them and there will be no mixing across the space boundary.
  • [Fixed] Toolbelt move to slot not using unity lifetime check.
  • [Fixed] one other instance where toolbelt move to slot was not using unity lifetime check.
  • [Fixed] getting random minable vein could throw errors when loading game.
  • [Fixed] debug crew module not showing in debug kit.
  • [Fixed] Error spam that could happen when a rocket data uplink was connected to a rocket downlink and powered on but didn't have a data cable connection.
  • [Fixed] an issue where the screen fade out wouldn't happen if the player's lungs happened to be destroyed before stun from lack breathable atmosphere or if the player died from starvation or thirst. This was because the effect was tied to the amount of stun the player had. Dying in game now causes stun damage to be set to the maximum value.
  • [Fixed] incorrect material on 1st person HARMSuit helmet visor.
  • [Fixed] Vulcan storms were causing the air to get cold during the day. This bug was introduced in the solar storm update.
  • [Fixed] An error that could happen sometimes when Deregistering an atmosphere.
  • [Fixed] HARMSuit was heating up too fast during the hottest part of the Vulcan year. The HARM suit will now perform better in Super hot environments. (previously coolant was heating up by 10degrees a day, now will be more like 1 degree per day).
  • [Fixed] non hosts from attempting to run the SerializedClientInfoCommands
  • [Fixed] DeepMiners, AutoMiners and Ogres were deforming the terrain in a very inefficient manner. This could could large cpu spikes when multiple deepminers were running.
  • [Fixed] Minable render refresh will now only trigger if the change event is within visual range of the local player.
  • [Fixed] DeepMiners, Autominer and Ogre did not generate minables. This was not normally an issue as the player placing it would generate them, but could cause dsync issues if the dug very deep or were very far away from the player when modifying the terrain.
  • [Fixed] Incorrect AutoIgnition temperature on HardSuit backpack. It now has the same values as hard Suit jetpack
  • [Fixed] Exception thrown when removing waste tank from HARM suit when the suit was turned on
  • [Fixed] landing pad tank connector thumbnail was incorrect for buildstate 0.
  • [Fixed] BulkMultiplier was not being applied to traders. Tier 3 traders will now have more bulk goods & tier1 traders will now have less bulk goods.
  • [Fixed] When multiple players landed at the same point they could spawn inside structures.
  • [Fixed] incorrectly set up build state for landing pad gas tank connector.
  • [Fixed] battery percentages not updating in ui slots for clients.
  • [Fixed] some cases were a respawn could put you in lava, or a respawn could put you under the terrain. Now when respawning the character will have physics disabled till the terrain has fully generated in the new position.
  • [Fixed] a client position desync issue that could happen when a client respawned. You would see dropped items appear at the point at which you respawned, as the clients position update message was not being processed by the server.
  • [Fixed] debug map would error when showing start locations.
  • [Fixed] Vertical Sleeper info panel and light changer was not set correctly, so the vertical sleeper did not have an info panel.
  • [Fixed] super-heavy cables returing heavy cable coil on deconstruct.
  • [Fixed] Networking error in RocketEngineBase BuildUpdate(), that could cause multiplayer desync.
  • [Fixed] missing descriptions for all the new poi locations on vulcan
  • [Fixed] super-heavy cable straight 5 was returning the wrong cable type on deconstruct.
  • [Fixed] When loading game host player was not setting their physics state on load.
  • [Fixed] Several Recipes that used nickel.
  • [Fixed] StormCardMeshController was updating gpu data for lighting the weather effect when no storm was active.
  • [Fixed] 1x3 inline tank variants converting to the wrong size when upgraded with insulation.
  • [Fixed] super-heavy long straight cable variants merging incorrectly. Now long straight variants will be unable to merge. This will match how long straight pipes are treated.
  • [Fixed] localisation error for hard suit backpack in Stationpedia.
  • [Fixed] missing tooltips for coolant status icon
  • [Fixed] HarmSuit could heat coolant tank past max coolant temperature.
  • [Fixed] Atmos Analyser Cartridge does not show Temperature value of liquids when no gasses present in the atmosphere.
  • [Fixed] Ladders would get destroyed by fire.
  • [Fixed] Wind turbines could keep playing sounds after being destroyed.
  • [Fixed] some lights were playing sounds when occluded.
  • [Fixed] Storm does not fade out on client.
  • [Fixed] Item H.A.R.M suit light UVs
  • [Fixed] loader not being able to insert things into slots with no slot type.
  • [Fixed] Mined ore not going into a player's equipped mining belt if they were also wearing a mining backpack with no available ore slots. This was happening because the looping over the player slots was being exited early if a player slot contained a MiningBelt.
  • [Fixed] Egg Carton slot names not displaying properly when hovering the mouse over it.
  • [Fixed] landing pad tank connector fans not rotating when running.
  • [Fixed] issue with RoadFlare where lighting one would cause it to spawn inside the player. This could cause damage to the suit and potentially end up killing the player.
  • [Fixed] bug where an invalid character would be created upon starting a dedicated server.
  • [Fixed] incorrect blueprint on large cardboard box.
  • [Fixed] Short locker playing open sound twice.
  • [Fixed] UVs and materials for HARM suit light and status light
  • [Fixed] poking out bottom part from wall piece problem of hydroponics tray
  • [Fixed] Lockers were in an incorrect state when starting Tutorial 1
  • [Fixed] Cosmetic Rocket Fuselage variants were not visible in Stationpedia.
  • [Fixed] the Landingpad_2x2CenterPiece01 so that it is now hidden in the stationpedia as it is not implemented yet.
  • [Fixed] players re-lifed in cryo were not sending their positions correctly to the server.
  • [Fixed] players re-lifed in cryo did not have their name set correctly.
  • [Fixed] Lod flares getting occluded by cursor voxel collider. (they would only show when you were jetpacking or when you jumped.
  • [Fixed] WeatherStation wind turbine now only spins on planets with atmosphere.
  • [Fixed] Wind turbines had increased output during solar storm.
  • [Fixed] Weather station turbine spins in solar storm.
  • [Fixed] CondensationChamber & EvaporationChamber tooltip to use correct formattingh.
  • [Fixed] a number of edge cases where rockets could explode from collision due to an overly aggressive collision detection system that was detecting structures that were actually clear of the rocket.
  • [Fixed] duplicate prefabs in world manager prefab list.
  • [Fixed] game would not start due to new cheese reagent missing in a few places.
  • [Fixed] Janus Image was obscuring other locations when scanned in spacemap.
  • [Fixed] Janus Image was obscuring other locations when scanned in spacemap.
  • [Fixed] CryoTube would drop a mask when it was deconstructed.
  • [Fixed] Rocket Fuselage merge not working on client.
  • [Fixed] Kit Liquid Regulator not having paintable material set
  • [Fixed] null ref on joining a game caused by liquid regulator paintable material was set to the wrong colorblue material.
  • [Fixed] Server was running UI only code unnecessarily for slots.
  • [Fixed] incorrect paintable material would cause exception for joining clients. Now gracefully handled.
  • [Fixed] Credit Cards not merge-able on clients.
  • [Fixed] the smoothing groups for the ruptured insulated pipe variants
  • [Fixed] cardboard boxes could not be interacted with the 'drag all' and 'drag all of type' combos, and would also not work with the new sort button.
  • [Fixed] 1 grid hanger doors could be destroyed by fire.
  • [Fixed] AirConditioner Heating amount tooltip was backwards (said heating when it should have said cooling)
  • [Fixed] Updating the power setting on the SatelliteDish would not reTrigger a refresh of resolve times.
  • [Fixed] error on client connecting caused by incorrect order of network messages in message factor
  • [Fixed] if Bulk multiplier would cause a trader inventory item to generate as less than 1 it will be clamped to 1.
  • [Fixed] Food and consumables Utility traders could often get created with items out of stock.
  • [Fixed] items can become damaged on lava worlds when split or swapped between slots. This was because of how the server or game creates items, and they can be temporarily at a position that takes damage. There may be other use cases that need to be trapped and fixed.
  • [Fixed] Clients trading panel would sometimes not update after a trade was processed.
  • [Fixed] Clients could sometimes get stuck on the processing trade screen.
  • [Fixed] Collider of growlight was not centered, it now lights an equal amount in each axis.
  • [Fixed] VolumePump throws audio error when deconstructed when turned on.
  • [Fixed] composite shutter controller rotation options were not aligned with all the other composite shutter pieces, limiting them to be used only in certain orientations for no good reason.
  • [Fixed] an issue where Deconstructing a Frame or building or deconstructing an elevator could cause a tile of world atmosphere to be spawned.
  • [Fixed] wall structures would apply pressure delta for each wall, rather than additive pressure delta. This meant a weak wall with a solid wall, the weak wall would still break regardless of whether the "face" overall was secure. Now the pressure delta is the additive max pressure delta. All structures on a face (so, each wall either side of a face) will count together.
  • [Fixed] Cable Fuse 500kW did not have string name.
  • [Fixed] cryo and sleepers had inconsistent thermodynamic transfer values. Now both are unified, they are very well insulated but not entirely so.
  • [Fixed] gas sensor material was an old obsolete one, that was not performant and did not allow painting. Gas sensors can now be painted.
  • [Fixed] When placing an elevator shaft a grid of World atmosphere could get spawned inside the placed shaft.
  • [Fixed] Infinite Wind in elevator grid that could happen when placing an elevator shaft as a client.
  • [Fixed] missing english.xml entry for body bag
  • [Fixed] Dynamic body bag running serialization logic on launch and causing errors that would leave to saves not being able to be loaded.
  • [Fixed] direct heat exchangers were not using standardized tooltips to display energy transfer.
  • [Fixed] saving broken when a body bag is serialized with bad/null data
  • [Fixed] Error spam that could occur when 1st opening Rocket canvas on location panel.
  • [Fixed] WindTurbines were Calculating the wind Direction and strength multiple times per frame for each wind turbine. These are now calculated once per frame globally.
  • [Fixed]Setting the Sound Volume on SuitBase could cause fragment handler to throw an exception, halting further reading of the network update. The update volume function has been moved to an async unitask to avoid this.
  • [Fixed] scoreboard data does not correctly list the days lived for clients or player.
  • [Fixed] second pass on clients not having DaysLived, needed to be updated in the context of the new respawn code. Now sync'd on every day change.
  • [Fixed] organs were not specifically named when showing damage in cryotube, and base damage on entity was not showing either.
  • [Fixed] Corner Chutes could not be repaired. Other chutes can be, so this was an oversight.
  • [Fixed] the paintable material so that the ItemKitInteriorDoors can now be painted and updated the Blueprint so that it now matches the ItemKitInteriorDoors prefab.
  • [Fixed] a random debug line from being printed to the console when starting a single player game
  • [Fixed] Upnp errors would generate stacktraces, confusing the user.
  • [Fixed] failing to load game if the host player is in a body bag. Known issues: the camera effects are not being applied correctly for clients or host when loading or joining a game while in a body bag.
  • [Fixed] name of super large direct heat exchangers and added the standard description text from the other direct heat exchangers
  • [Fixed] an edge case where LodManager could throw an exception when respawning causing the player to fail to have control of their character.
  • [Fixed] respawn popup displaying after already respawning
  • [Fixed] an exception that could get thrown when an entity state was changed to dead.
  • [Fixed] failure to load if there is a spawned in body bag
  • [Fixed] fertilized egg values in stationpedia were incorrect.
  • [Fixed] Formatting on mood and hygiene tooltips.
  • [Removed] Naughty Attributes package from project.
  • [Removed] Environment condition chance from large trader, it is now only used for traders that spawn in the exotics slot.
  • [Removed] Unity Animator from Centrifuge and replaced with anim components
  • [Removed] import/export sounds from centrifuge these are now handled by the anim components.
  • [Removed] unity Animator from grow light. This removes the fade in animation, but gives a nice performance improvement for bases with large numbers of growlights.
  • [Removed] mode from loader for now.
  • [Removed] some unused fields in new ImportExport base class.
  • [Removed] Unity Animators from all locker variants and reauthored animations with anim components.
  • [Removed] Animators from drills.
  • [Removed] Animator from FlashingLight.
  • [Removed] Animators from Powered Benches
  • [Removed] Random direction offset that was applied to SatelliteDish contacts. Two dishes that were pointed in the same direction would report different values distance to contact values. While, the original intent was to make the resolving process more fuzzy we feel like this extra level of data obfuscation does not fit in well with the rest of the games approach to readable logic values (i.e in every other system, the values you read are exact and reliable).
  • [Removed] unnecessary recursive caching of all rig transfoms on human awake as the cached list was not being used anywhere.
  • [Removed] some complexity around setting human decay time. Human decay is currently still disabled but when it is reenabled the time will be a simple const value.

OTHERS:

  • A Big Thank you to all the community members involved in helping localize Stationeers!
  • Updated French, Russian and Simplified Chinese translations to latest from Community Github. Thanks @CedricDx, @AlexusYT & @MRythm.
  • Refactored Start locations to be serialized on a per player basis from being being a worldSetting.
  • Reinstated saving when last player leaves on dedicated server. Changed logic slightly to fire when player leaves rather than polling in the network update.
  • Clean up of spawn point code.
  • Increased render range of distant terrain Lods.
  • Adjusted start altitude of orbital station landing burn to align with the reduced deltaV requirement.
  • Moved low orbit playable bounds definition to rocket class.
  • Made GasTank data port power consumption consistent with the LiquidTanks. They now all draw 10 watts each.
  • Increased Max simultaneous tweens in LeenTween Library class from 400 to 1024. Bases with large numbers of chute flip-flop splitters and other animated chute components were failing to load.
  • Increased the Volume of liquid canisters from 12.1L to 12.4L and Smart Liquid Canisters from 18.1L to 18.4L.
  • Reduced Volume of HarmSuit and HarmSuitHelmet.
  • Reduced the radius that other clients generate minables from 200m to 60m.
  • Updated thumbnails and blueprint for landing pad tank connector.
  • Updated model and blueprint for landing pad liquid tank connector.
  • Updated thumbnails for landing pad liquid tank connector and fixed incorrectly setup buildstate.
  • Updated model for landing pad liquid tank connector.
  • Improved the GetSafePoint function to better prevent spawned items landing on or inside structures in round-robin starts.
  • Updated thumbnails for 1x3 in-line tank variants.
  • Updated tooltips on landing pad tank connector device buttons.
  • Updated super-heavy cables 'cabletype' to stop them merging with regular heavy cables.
  • Updated super-heavy cable build requirements for 3x, 5x and 10x straight variants.
  • Replaced Cardboard Box mesh with new optimized and improved one and made it paintable.
  • Updated some cable coil colliders were not set to isTrigger.
  • Further increased the sound radius of rocket engines.
  • Updated landing pad tank connector button text in the hover tooltip.
  • Renamed rocket deep scanner to surface scanner in english.xml and added short description.
  • Updated trigger function on device import slots to pass in the machinetrigger that the event came from. This is a preliminary commit in preparation for allowing multiple import slots on devices.
  • Updated long straight chute variants to use new 'straight asymmetric' rotation type.
  • Updated Packer will now eject passed in items if there is no available slot found for them.
  • Updated Packer to accept any dynamic thing rather than just boxes.
  • Updated tooltip text on Loader for import slots.
  • Updated Loader to use new Import2 interactable type rather than Button1 for its second import slot.
  • Updated landing pad tank connector pieces to use basic button prefab with sounds built in.
  • Switched Volume pumps and TurboVolumePumps over to using the audio pooling system. This reduces the per frame overhead of the sounds played by this device.
  • Updated manufacturing prefabs with auto-added HasImport2State field.
  • Optimised Minable generation to use stack alloc instead of generating a tempory list.
  • Optimised Dedicated Server terrain mesh generation. Dedicated server only needs the mesh to generate the physics mesh collider, thus it does not need to calculate all the additional data that is stored on the lod-object that is used to draw the terrain in the terrain shader. This should help with server lag when other clients or deep-miners are mining the terrain.
  • Potential fix for elevator carriage regression from rev26436.
  • Replaced Animator on Pipe valve with anim Component.
  • Potential fix for locker slots sometimes not being interactable when joining a server.
  • Reverted rev.26481 and rev.26476 for now due to a few bugs with player cosmetics.
  • Updated the day counter by your avatar camera to display the number of days your character has lived instead of how many days the server has been up.
  • Moved GetWorldData() in SaveHelper.cs behind a try catch.
  • Updated dynamic body bag mesh, blueprint and thumbnails.
  • Refined the sort button on inventory windows. It will now sort by class, name, and then quantity.
  • Reverted change to find Launch pad function (rev26515). It appears the code was necessary.
  • Optimized console meshes to reduce material count and vertex attribute complexity.
  • Moved Rocket UI update logic off rocket MotherBoard and into RocketCanvas class.
  • Updated waste tank critical warning from 100% to 95%
  • Refactored Rocket UI, to make the state closely coupled to the Motherboard state. The function that builds the Rocket references for the motherboard is now server authoritative rather than relying on ab assumed client side deterministic behaviour. Previously a number of abstractions could potentially cause the state shown in the UI to be mismatched to the state of the rocket simulation. This is suspected to be the cause of several anomalous rocket behaviours when controlling two or more rockets from the same computer when playing as a client.
  • Moved some wind turbine calculations into threaded update.
  • Updated fries model and texture.
  • Adjusted distant rocket location for Janus, as was some misalignment with other distant ore values. Now distant spacemap markets on vulkan will have a slight buff, given their relative distance.
  • Moved Atmosphere life handling and cleanup onto the gametick thread. It was causing a lag spike every second on the server for worlds with more than 5000 atmospheres.
  • Reverted body bag changes, it will need a slightly different approach.
  • Refactored Vending Machine to use UniTask instead of Coroutine, reducing garbage collection.